The World of Dreams


The World of Dreams

Welcome my friends to the book that describes, in its entire, the mystical place that is the world of dreams. I am the book’s author, Billi Bardel. Long have I walked the haunted place between worlds, until I find myself trying to do things here that can only be done there, much to my embarrassment. I think that perhaps, when it is my time to go, I will travel there to Anak’marr and not return.

If you are a clever reader, and you are able to read this, the tongue of dragons, and you manage to grasp the concepts I set forth, I may see you there one day. I relish the thought, my friend.

Chapter One – Anak’marr the place

The world of dreams is also called Anak’marr in the old tongue, along with as many additional names as there are peoples who know of it.

Every world, or plane as some call them, has a shadow reflection in Anak’marr. It is so closely tied to the place we know that it is possible for natives of that place to subconsciously travel over, at least within their spirit selves.

A world’s shadow reflection is exactly as it is in the world itself. Natural and artificial places are the same. Changes in the prime are reflected in the shadow, though changes in the shadow do not reflect in the prime. This is important.

When you are there, in whatever form, you will inevitably cross over in the place that your body was in the prime. Many have tried to find ways around this, but it is law.

While it is impossible to travel from one plane to another by simply walking or riding or even flying in the prime, one can travel between planes within Anak’marr, because each world’s reflection is connected in the physical space there. The distances are far too vast to walk, but as you will learn, that is not necessary.

If you sleep in a house in the wood and enter the dream world from there, you will find yourself in that same house, in that same wood. Every detail will be identical, but objects that are transitory will be moveable, and those that are more permanent, will not. You can pick up a dish on the table and move a chair, but the table will resist movement. A door will open, but a window that is painted shut will not even be breakable in Anak’marr.

Objects that are a reflection of the prime, will not necessarily be where you left them, if you leave them. Objects you bring will remain where they are left.

Chapter Two – Inhabitants

You never know who or what you might meet in Anak’marr, but they fall in several different categories.

Natives – there are a number of peoples and many beasts that are native to the dream world. They may be dangerous according to their nature. A native has no other physical body save the one that is there, although he may venture into other places just as you may. These folk do not dream.

Travellers – people of many races and of many planes know of Anak’marr, and may use it to travel great distances. Those who use it to travel are physically present. They must eat and rest, and they will grow old there just as they would in their native prime. Some are good folk and some not so. Beware of them.

Dreamers – you are a dreamer, though not in the usual way. Dreamers are those who enter Anak’marr in the spirit both intentionally and consciously. You will know them by their glow. Those who can dream themselves into Anak’marr without aid will shine strongly, and they are as powerful and dangerous as they are in the prime. Those who shine less strongly must have a trinket to enter the dream world. They are still vulnerable there, but their powers are less. Those who glow only a little and are translucent have entered the dream world while awake. While they can sense and converse with others, they cannot be harmed and cannot do harm.

Sleepers – these are regular folk who have crossed into the dream world involuntarily. They are vulnerable, but seldom stay long enough to be harmed. When one of these strays into Anak’marr from a nightmare, however, they can leave dangerous things behind. Artifacts from nightmares are difficult to kill. Sleepers appear wispy and insubstantial.

Chapter Three – Rules of interaction

If you are in the dream world spiritually or physically, unless you are awake in the prime, you are vulnerable. If you are killed in the dream world, you will die in the real world. The body perishes in the absence of the spirit. If you are injured in the dream world, these injuries will be visited upon your physical body. Recall also that, when your spirit is in the dream world, your body is defenseless in the prime. If you are disturbed, you will be dragged back to the prime, but you may already be dead. If your body is slain while you are in the dream world, you will remain there forever. People of the prime usually go mad if trapped in the dream.

Your abilities in Anak’marr exactly mirror your abilities in the prime, with certain exceptions. You will not require sustenance or sleep if you are there in spirit, although your body in the prime can starve or die of thirst. If you can cast spells, you will be able to do so in the dream world as well, and to similar effect. Actions in dream do no use up materials from the prime, however. For example, an arrow fired from your quiver or a material used for a spell or a charge from a wand will not be gone when you return to the prime. The spells themselves will be expended.

Just as you may be killed, you may also kill in Anak’marr. Keep in mind that those you slay in the dream are not dream people, but rather actual living beings. I do not presume to educate you on morality, but would not want you to kill casually through ignorance.

You may change your clothing or possessions in the dream world through an act of will, but your physical appearance and any magic possessions you bear in the prime are constants in the dream. If an item you bear in the prime is taken from you in the dream, it will return to your hand within seconds, as it does not exist in the dream without you.

Chapter Four – Dream walkers

Some are born, or can be trained to walk the dream without assistance. These are rare folk, but they can bring their full capabilities into Anak’marr.

As dream walkers learn, they can gain power within the dream that others cannot emulate. These abilities are many and varied, but all are tied to the dream walker’s physical detachment from the dream world. Natives of Anak’marr are subject to the physical laws of that place, but dream walkers are not. That is because of one essential, but confusing truth – the dream world is not area, but a point, and it connects to every point of every prime.

Some magics make use of this poorly-understood reality, allowing a caster to move from one prime to another or even from a place within a prime to a different place within that same prime, without spending any discernible time in the dream world. But few who learn to blink or teleport or plane shift understand the mechanics of what they are doing.

But enough of meanderings. What can a walker do, and how does he learn to do it?

Entering the dream world is beyond the means of most, at least without a trinket. Those who enter using a trinket are comparatively weak, and cannot manipulate Anak’marr in the manner that a walker can.

A dream walker is one who can enter the dream world at will. If a man does not more than that, then he is still a walker. He brings with him all of the power he wields in the prime.

There is a third way to enter the dream world, but it is reserved to walkers with arcane powers. One such may use his magic to bring his self and perhaps others into the dream physically. This is how one travels from prime to prime in Anak’marr.

Chapter Five – Moving about

I will introduce the “tricks” of moving about within Anak’marr in order of their difficulty.

First, one may take “step” to any place that one can see. This is called “striding” and it is a trick that one can even use when present in physical form. A man can travel a hundred miles in an hour using this technique.

The second trick is skimming. One simply appears at a spot within eyesight within crossing the intervening space. This may sound similar to striding, but it is twice as fast, and much harder for someone to track you.

Another mode of travel is jumping. By jumping, you appear instantly at your destination, which can be anywhere in Anak’marr that you have been before, no matter how far away it is.

You might think that flying is a dream walker skill, but it is not. Anyone who is in the spirit can fly, though it takes practice to do it well. Some who first learn to fly using objects as an aid, such as a cloak or fake wings, become unable to fly without the object. This is a limitation of their own mind.

The last and most difficult form of travel is called “seeking”. It is also dangerous, as it can bring you somewhere that is not safe without warning. Seeking involves envisioning a person, a thing or a place and pushing one’s self toward it. The less sure your vision is of your goal, the smaller the step you take toward it. If what you seek is not unique, it is likely you will “find” a similar thing, but not the right one.

I highly recommend you take friends with you if you go seeking.

Chapter Six – Manipulation

Experienced dream walkers can make objects appear or disappear, but only if those objects are in direct contact with themselves or another dream walker. For example, a dream walker can conjure up a horse or a hat with their thoughts alone, and conjure one up for their less-experienced friends as well, or those using a device to enable to them to enter Anak’marr.

Some powerful dream walkers can conjure items independent of their touch, such as houses or trees. These things are as real to natives or travelers as they are to those who are only in the spirit, though they fade a few minutes after they are created.

The most talented can create permanent objects, though they are still artificial. Food so-created does not provide sustenance, although it can be eaten. Conjured beer does not make one drunk.

Chapter Seven – The waking dream

Some seasoned dream walkers learn the trick of entering the dream world while awake in the prime. They are fully alert in Anak’marr and somewhat less so in the prime, and are unable to harm or be harmed in the dream. Some use this state to dream walk while not falling off a horse or other task that requires some degree of attention in the prime. Some use it to talk with others in secret while appearing to be doing something else entirely.


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